Extensible visual effects on active content in user interfaces

ABSTRACT

Methods and systems for applying visual effects to active content, such as buttons, comboboxes, video, edit fields, etc., wherein interactivity of the active content are retained thereafter. Also, the present disclosure provides a mechanism for developers to build new visual effects and have them applied to active content.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims benefit to U.S. Provisional Patent ApplicationNo. 60/716,735, filed on Sep. 13, 2005.

BACKGROUND

Sometimes, application developers desire to implement user interfacesthat contain unique elements that distinguish the user interface overother user interfaces and/or to enhance a user's experience when theuser is working with the application via the user interface. One way inwhich a developer may want to customize a user interface is to createvisual effects that occur to signal a user interface change or to modifyan element of a user interface. However, current platforms do notsupport applying a visual effect on content that is used as part of auser interface.

SUMMARY

The following presents a simplified summary of the disclosure in orderto provide a basic understanding to the reader. This summary is not anextensive overview of the disclosure and it does not identifykey/critical elements of the invention or delineate the scope of theinvention. Its sole purpose is to present some concepts disclosed hereinin a simplified form as a prelude to the more detailed description thatis presented later.

The present disclosure describes methods and systems for applying visualeffects to active content, such as buttons, comboboxes, video, editfields, etc., wherein interactivity of the active content are retainedthereafter. Also, the present disclosure provides a mechanism fordevelopers to build new visual effects and have them applied to activecontent. Such visual effects, for example, include blur, glow, flash,explode, expand, shrink, fade, gray, swirl, wave, combine, sparkle, orany other visual effect that might be applied to active content.

Many of the attendant features will be more readily appreciated as thesame becomes better understood by reference to the following detaileddescription considered in connection with the accompanying drawings.

DESCRIPTION OF THE DRAWINGS

The present description will be better understood from the followingdetailed description read in light of the accompanying drawings,wherein:

FIG. 1 is a block diagram showing an example Effect object.

FIG. 2 is a block diagram showing an example effect object includingvarious input and output pins.

FIG. 3 is a block diagram showing an example effect object containingtwo EffectPrimitives, each supporting various input and output formats.

FIG. 4 is a block diagram showing an example effect object.

FIG. 5 is a block diagram showing an example button before and after anexplosion effect is applied.

FIG. 6 is a block diagram showing an example method for providing one ormore effects to a visual element.

FIG. 7 is a block diagram showing an example method for transforming hitcoordinates for accurate hit testing on a visual element with an appliedeffect(s).

FIG. 8 is a block diagram showing a general purpose computingenvironment that may be used in one or more implementations according tothe present description.

Like reference numerals are used to designate like parts in theaccompanying drawings.

DETAILED DESCRIPTION

The detailed description provided below in connection with the appendeddrawings is intended as a description of the present examples and is notintended to represent the only forms in which the present example may beconstructed or utilized. The description sets forth the functions of theexample and the sequence of steps for constructing and operating theexample. However, the same or equivalent functions and sequences may beaccomplished by different examples.

Although the present examples are described and illustrated herein asbeing implemented in a computer system, the system described is providedas an example and not a limitation. As those skilled in the art willappreciate, the present examples are suitable for application in avariety of different types of computing and graphics systems.

There are a number of terms used through out this description that areexplicitly defined below. The following definitions are meant tosupersede any alternative definitions that may be known in the art.

Active content—a visual element, such as a button, combobox, edit field,checkbox, image, video, or the like capable of supporting some form ofuser interaction or that is animated in some form. Active content may berendered in memory without being displayed on a screen.

Effect—An Effect is an object that contains an EffectGraph (i.e. aDirect Acyclic Graph (DAG)).

EffectPrimitive—This is a base effect. It does not contain any children.It is what effect developers generally create. This is the object thatdoes the actual pixel processing for the effect.

effect—This term is typically used when either an Effect or anEffectPrimitive may be used or specified.

EffectGraph—This refers to the entire effect graph (i.e. some Effectthat is the top most Effect in a DAG of DAGs).

pin—This is used to describe the connection point (viaIMILBitmapEffectInputConnector) that an effect exposes for connectingeffects together or for other purposes.

Raster graphics—This is the representation of images as a collection ofpixels, generally in the form of a rectangular grid or a bitmap. Thisterm is typically used in contrast to the term “vector graphics”.

Vector graphics—Also known as geometric modeling, this is the use ofgeometric primitives such as points, lines, curves, and polygons torepresent images in computer graphics. This term is typically used incontrast to the term “raster graphics”.

Visual element—This is a graphical construct such as a button, editfield, image, menu, icon, or any other interactive or animated graphicalconstruct rendered in memory or on a display, electronic canvas, userinterface, or the like. A visual element may be a raster graphicselement, a vector graphics element, or any other type of graphicalconstruct.

FIG. 1 is a block diagram showing an example Effect object 100. AnEffect is a collection of one or more EffectPrimitives, such as 104a-104 d, that form a direct acyclic graph (DAG). This effect DAG istypically encapsulated inside a single object 100 that exposesIMILBitmapEffect 106. Each element inside the Effect 100 is eitheranother Effect (i.e. exposes IMILBitmapEffect) or an EffectPrimitive(i.e. exposes IMILBitmapEffectPrimitive 107). Each effect can have 0 ormore inputs, such as input 108, and outputs, such as output 109. Eachinput/output pin is described by an IMILBitmapEffectConnector, such asexamples 101 and 102. These are connected together, as by exampleconnection 110, to form the data flow paths through the effect DAG.

Effect 100 may be used to provide a visual effect for active content inbitmap form, including visual elements such as buttons, edit fields,video graphics, or any other interactive or animated visual element(s)of a display, canvas, user interface, or the like. Effect 100 may alsobe used to apply a visual effect to a bitmap in memory without thebitmap ever being displayed. Further, Effect 100 may surface otherproperties that describe attributes of its input. For example,BitmapEffect could emit color histogram information or face detectioninformation. The specific effects provided are generally determined bythe Effects and EffectPrimitives contained in an Effect, such as exampleEffect 100.

Typically a bitmap of a visual element is provided at the input ofexample Effect 100, such as input 101. The input bitmap is processed byEffect 100 to provide an effect (or collection of effects if the Effectincludes multiple EffectPrimitives, such as 104 a-104 d, or otherEffects), and a bitmap including the effect(s) is provided at the Effect100 output, such as output 102.

FIG. 2 is a block diagram showing an example effect object 200 includingvarious input and output pins. The advantage of exposing a set ofinput/output pins, such as pin 210, instead of just exposing an outputimage is that such pins allow querying for the effect's input and outputformats and other information without actually running the effect. Eachpin may accept/generate images in multiple formats. The formats a pinaccepts/generates can be enumerated through theIMILBitmapEffectInputConnector or IMILBitmapEffectOutputConnectorinterface's GetFormat( ) and GetNumberFormats( ) methods. Each pin mayalso have an optimal format—the format that the effect would prefer toaccept/generate at its input/output. If two connected pins have the sameoptimal format than that format is typically used. Otherwise, some othermatching format is determined, typically based on the initial outputformat requested at the end of the effect graph. If there is no mutualmatching format then a conversion will occur when data flows from theoutput of one effect to the input of the next effect, as shown inconnection with FIG. 3.

FIG. 3 is a block diagram showing an example effect object 300containing two EffectPrimitives, each supporting various input andoutput formats. EffectPrimitive1 is shown supporting two output formats,MILPixelFormat24bbpBGR—the optimal output as indicated by the asterisk,and a second output format, MILPixelFormat32 bppARGB, EffectPrimitive2is shown supporting two input formats, the optimal input format beingthe same as the optimal output format of EffectPrimitive1's optimaloutput format. The connection 310 between EffectPrimitive1 andEffectPrimitive2 will not cause a format conversion since they bothshare an optimal format type of MILPixelFormat24 bppBGR.EffectPrimitive1 will be asked for output in it's optimal format and theresult will be passed into EffectPrimitive2.

EffectPrimitive2 is shown supporting a single output format,MILPixelFormat32 bppGray (its optimal format as indicated by theasterisk), and is connected 320 to the single output 330 of effect 300.But the sole output format of effect 300 is MILPixelFormat32 bppARGB,different than the sole output format of PrimitiveEffect2. Therefore, aconversion would occur between the output of EffectPrimitive2 and theentire effect graph's 300 output.

In one example of how format miss-matches are handled, if the optimalformats don't match between the graph and the effect connected to thegraph output, then the last requested format (i.e. MILPixelFormat32bppGray as shown in FIG. 3) will be requested. If the last requestedoutput format doesn't exist as an output of the graph, a random formatmay be selected.

Each output pin (IMILBitmapEffectOutputConnector) can be linked to aninput pin of another effect in the DAG, as long as it preserves theacyclic nature of the graph. This linkage may be 1-to-many (i.e. asingle output connection can link to multiple input connections, but notvice versa).

FIG. 4 is a block diagram showing an example effect object 400. In thisexample, effect object 400 is comprised of a wrapper 420 built usingmanaged code, such as C# (C sharp), containing an unmanagedimplementation of the actual effects code 410, implemented in code suchas C++ or the like. Example object 400 includes a single input 401 and asingle output 490. In Alternative examples, multiple inputs and/oroutput may be provided. In the event that format conversion is requiredor provided, such conversion code is typically included in the wrapper420. Alternatively, conversion code may be included in the unmanagedcode portion 410 or be provided by some other module.

Also included as part of effect object 400 is transformation functionF(p) 430. In one example, the transformation function 430 is included aspart of the unmanaged code 410. Transformation 430 is the function thattransforms the input visual element, typically in the form of a bitmap,to provide the visual element with some new visual effect. In general,such a transformation function 430 may be applied to visual elementsthat are raster graphic constructs, vector graphic constructs, or thelike.

For example, suppose it is desirable to provide a button in a userinterface and to have the button “glow” when the mouse if positionedover the button. In such as case, a glow effect object can be createdand associated with the button, the transformation function of the gloweffect performing the operation on the button bitmap to make it appearto glow. Note that the functionality of the button remainsunchanged—only the visual aspects of the button are modified by theeffect. That is, the user may still hover the mouse cursor over thebutton, click on the button, etc and the button behaves as expected.

In a conventional user interface, “hit testing” is typically employed todetermine if some user input, such as a mouse click or key stroke,should be applied to a visual element or active content. That is, whenthe user clicks on a button for example, hit testing code tests thecoordinates of the mouse click to determine if the click was made on thebutton. If so, then the button responds accordingly, such as redrawingitself in the down position, launching the functionality associated withthe button, etc.

In the case of a visual effect associated with the button, it isimportant that hit testing continue to operate as expected. Using theexample of a glow effect object, when the mouse cursor hovers over thebutton, an associated glow effect object may cause the button to take ona glowing appearance. In addition to the glow effect, the button willalso highlight due to the mouse-over event as it typically would. Andclicking on the button would produce the expected result as well. In oneexample, an effect object may be associated with a visual element as aproperty of the element.

FIG. 5 is a block diagram showing an example button before and after anexplosion effect is applied. Consider an effect object that produces andexplosion effect—breaking the associated visual element into severalfragments and spreading them across a user interface over time. FIG. 5provides a before and after example of such an effect.

In frame 501—the “before” frame, user interface (UI) 500 is shown withconventional button 502 prior to the explosion effect is applied,perhaps as a result of a mouse over event or a click event on thebutton. Frame 502—the “after” frame, shows the same user interface 500with the button 504 after the explosion effect is applied. Button 504 isshown broken into three fragments 504 a-504 c each separated from eachother on the UI 500.

The explosion effect is implemented in part by an explosiontransformation function mapping each bit of the input button bitmap tonew locations, such as in several fragments. Such mappings may changeover time, such as in a “moving away” aspect of an explosion, perhapsuntil the fragments “settle” somewhere on the UI.

Regardless of the transformation, the button continues to operate asexpected. That is, the user my click on any fragment of the explodedbutton 504 and the button will behave as it would if not exploded. Thisimplies that the hit testing code continues to operate as expected. Thisis facilitated by the user events passing through the Effect object andthe transformation function determining if the button was “hit”.Typically this is done by solving the transformation function inreverse, or by using a bi-directional transformation function.

Transformation functions may perform affine transforms or non-affinetransforms. For example, affine transforms may include magnifying,shrinking, stretching, or rotating a bitmap. Non-affine transforms mayinclude effects such as blur, glow, deform, gray, dim, fade, sparkle,gleam, flash, morph, or any other similar effect wherein elements of thebitmap are added, removed and/or modified in some way. In addition, atransformation function may not translate all of the original bits of aninput bitmap, such as when providing the effect of disappearing,shrinking, dropping-out, transitioning to a line or point, or the like.Other possible transforms include swirl, wave, disintegrate,replication, merging multiple bitmaps into one, or the like. In somecases, the effect may result in a bit from an input bitmap being mappedto multiple locations, to an arbitrary location(s), or eliminatedaltogether. In all of the proceeding examples, the transformationfunction also provides the ability to indicate if the modified bitmap is“hit” by some user input so as to ensure hit testing functionalitycontinues to operate as expected.

FIG. 6 is a block diagram showing an example method 600 for providingone or more effects to a visual element. An Effect object, such asEffect object 100 shown in FIG. 1 and used in the method 600 descriptionherein below, may make use of such a method 600.

At block 610, method 600 begins with a visual element bitmap beingprovided at the input of Effect object 100. This may occur via anynumber of conventional software processes and/or techniques.

At block 620, a test determines if there is a next EffectPrimitivecontained in the Effect object 100 DAG to process the bitmap. As shownin FIG. 1, an Effect object may contain EffectPrimitives and/or otherEffect objects, one or more of their inputs being connected to the inputof Effect object 100, and each output being connected to one or moreadditional EffectPrimitive and/or Effect inputs, or to the output ofEffect object 100. If there is a next EffectPrimitive, method 600continues at block 650. Otherwise method 600 continues at block 630.

At block 630, a test determines if there is a next Effect objectcontained in the Effect object 100 DAG. If there is a next Effectobject, say “Effect B”, then the method continues at block 610 forEffect B. Otherwise method 600 continues at block 640.

At block 640, the input bitmap has completed processing by Effect object100 and the processed bitmap is provided at the output. This may occurvia any number of conventional software processes and/or techniques.

At block 650, the bitmap, which may have been processed by any previousEffectPrimitives and/or Effects, is provided at the input of the nextEffectPrimitive. This may occur via any number of conventional softwareprocesses and/or techniques.

At block 660, a test determines if the bitmap is in an acceptable formatfor processing by the EffectPrimitive. If so, then method 600 continuesat block 680. Otherwise method 600 continues at block 670.

At block 670, the bitmap is converted of reformatted into an acceptableformat for processing by the next EffectPrimitive. In one example, thebitmap may be reformatted into an optimal format.

At block 680, a transformation function, such as transformation functionF(p) 430 shown in FIG. 4, is applied to the input bitmap, typicallyresulting in an effect(s) being applied to the bitmap or a new bitmapbeing generated from the input bitmap, the new bitmap including theeffect(s). Method 600 continues at block 620.

FIG. 7 is a block diagram showing an example method 700 for transforminghit coordinates for accurate hit testing on a visual element with anapplied effect(s). Because a visual element with an effect(s) may bepositioned on a user interface other than it would be without theeffect(s), a transformation of hit coordinates, such as a mouse click orhover-over event, is typically needed to insure proper hit testing. AnEffect object, such as Effect object 100 shown in FIG. 1 and used in themethod 700 description herein below, may make use of such a method 700.

At block 710, method 700 begins with the coordinates of a user event,such as a mouse click or mouse-over event, being provided to an input ofEffect object 100, This may occur via any number of conventionalsoftware processes and/or techniques.

At block 720, a test determines if there is a previous EffectPrimitivecontained in the Effect object 100 DAG to transform the coordinates. Asshown in FIG. 1, an Effect object such as example Effect object 100 maycontain EffectPrimitives and/or other Effect objects, one or more oftheir inputs being connected to the input of Effect object 100, and eachoutput being connected to one or more additional EffectPrimitive and/orEffect inputs, or to the output of Effect object 100. Method 700 beginswith the last such effect object in the DAG and works forward to achievecoordinate transformation. A “previous” effect object is an effectobject in the DAG starting at the output of the Effect object andworking back through any effects objects in the DAG toward the input ofthe Effect object. For example, EffectPrimitive 104 d is previous toEffect Object 100 output 102, EffectPrimitives 104 a, 104 b and 104 care previous to 104 d, and EffectPrimitive 104 b is also previous to 104c. If there is a previous EffectPrimitive, method 700 continues at block730. Otherwise method 700 continues at block 740.

At block 730, a transformation function, such as transformation functionF(p) 430 shown in FIG. 4, is applied to the coordinates of the userbitmap, Typically the transformation function is applied in reverse.Method 700 continues at block 720.

At block 740, a test determines if there is a previous Effect objectcontained in the Effect object 100 DAG. If there is a previous Effectobject, say “Effect A”, then the method continues at block 710 forEffect A. Otherwise method 700 continues at block 750.

At block 750, method 700 provides the transformed coordinates of theuser event to the hit testing code or the like.

FIG. 8 is a block diagram showing a general purpose computingenvironment 800 that may be used in one or more implementationsaccording to the present description. The computing system environment800 is only one example of a suitable computing environment and is notintended to suggest any limitation as to the scope of use orfunctionality of the claimed subject matter. Neither should thecomputing environment 800 be interpreted as having any dependency orrequirement relating to any one or combination of components illustratedin the exemplary operating environment 800.

The described techniques and objects are operational with numerous othergeneral purpose or special purpose computing system environments orconfigurations. Examples of well known computing systems, environments,and/or configurations that may be suitable for use include, but are notlimited to, personal computers, server computers, hand-held or laptopdevices, multiprocessor systems, microprocessor-based systems, set topboxes, programmable consumer electronics, network PCs, minicomputers,mainframe computers, distributed computing environments that include anyof the above systems or devices, and the like.

The following description may be couched in the general context ofcomputer-executable instructions, such as program modules, beingexecuted by a computer. Generally, program modules include routines,programs, objects, components, data structures, etc. that performparticular tasks or implement particular abstract data types. Thedescribed implementations may also be practiced in distributed computingenvironments where tasks are performed by remote processing devices thatare linked through a communications network. In a distributed computingenvironment, program modules may be located in both local and remotecomputer storage media including memory storage devices.

With reference to FIG. 8, an example system for implementing theinvention includes a general purpose computing device in the form of acomputer 810. Components of computer 810 may include, but are notlimited to, a processing unit 820, a system memory 830, and a system bus821 that couples various system components including the system memoryto the processing unit 820. The system bus 821 may be any of severaltypes of bus structures including a memory bus or memory controller, aperipheral bus, and a local bus using any of a variety of busarchitectures. By way of example, and not limitation, such architecturesinclude Industry Standard Architecture (ISA) bus, Micro ChannelArchitecture (MCA) bus, Enhanced ISA (EISA) bus, Video ElectronicsStandards Association (VESA) local bus, and Peripheral ComponentInterconnect (PCI) bus also known as Mezzanine bus.

Computer 810 typically includes a variety of computer readable media.Computer readable media can be any available media that can be accessedby computer 810 and includes both volatile and nonvolatile media,removable and non-removable media. By way of example, and notlimitation, computer readable media may comprise computer storage mediaand communication media. Computer storage media includes volatile andnonvolatile, removable and non-removable media implemented in any methodor technology for storage of information such as computer readableinstructions, data structures, program modules or other data. Computerstorage media includes, but is not limited to, RAM, ROM, EEPROM, flashmemory or other memory technology, CD-ROM, digital versatile disks (DVD)or other optical disk storage, magnetic cassettes, magnetic tape,magnetic disk storage or other magnetic storage devices, or any othermedium which can be used to store the desired information and which canbe accessed by computer 810. Communication media typically embodiescomputer readable instructions, data structures and/or program.Combinations of the any of the foregoing should also be included withinthe scope of computer readable media.

The system memory 830 includes computer storage media in the form ofvolatile and/or nonvolatile memory such as read only memory (ROM) 831and random access memory (RAM) 832. A basic input/output system 833(BIOS), containing the basic routines that help to transfer informationbetween elements within computer 810, such as during start-up, istypically stored in ROM 831. RAM 832 typically contains data and/orprogram modules that are immediately accessible to and/or presentlybeing operated on by processing unit 820. By way of example, and notlimitation, FIG. 8 illustrates operating system 834, applicationprograms 835, other program modules 836, and program data 837.

The computer 810 may also include other removable/non-removable,volatile/nonvolatile computer storage media. By way of example only,FIG. 8 illustrates a hard disk drive 841 that reads from or writes tonon-removable, nonvolatile magnetic media, a magnetic disk drive 851that reads from or writes to a removable, nonvolatile magnetic disk 852,and an optical disk drive 855 that reads from or writes to a removable,nonvolatile optical disk 856 such as a CD ROM or other optical media.Other removable/non-removable, volatile/nonvolatile computer storagemedia that can be used in the exemplary operating environment include,but are not limited to, magnetic tape cassettes, flash memory cards,digital versatile disks (DVD), digital video tape, solid state RAM,solid state ROM, and the like. The hard disk drive 841 is typicallyconnected to the system bus 821 through a non-removable memory interfacesuch as interface 840, and magnetic disk drive 851 and optical diskdrive 855 are typically connected to the system bus 821 by a removablememory interface, such as interface 850.

The drives and their associated computer storage media discussed aboveand illustrated in FIG. 8, provide storage of computer readableinstructions, data structures, program modules and other data for thecomputer 810. In FIG. 8, for example, hard disk drive 841 is illustratedas storing operating system 844, application programs 845, other programmodules 846, and program data 847. Note that these components can eitherbe the same as or different from operating system 834, applicationprograms 835, other program modules 836, and program data 837. Operatingsystem 844, application programs 845, other program modules 846, andprogram data 847 are given different numbers here to illustrate that, ata minimum, they are different copies. A user may enter commands andinformation into the computer 810 through input devices such as akeyboard 862 and pointing device 861, commonly referred to as a mouse,trackball or touch pad. Other input devices (not shown) may include amicrophone, joystick, game pad, satellite dish, scanner, or the like.These and other input devices are often connected to the processing unit820 through a user input interface 860 that is coupled to the system bus821, but may be connected by other interface and bus structures, such asa parallel port, game port or a universal serial bus (USB). A monitor891 or other type of display device is also connected to the system bus821 via an interface, such as a video interface 890. In addition to themonitor, computers may also include other peripheral output devices suchas speakers 897 and printer 896, which may be connected through anoutput peripheral interface 895. A camera 863 (such as adigital/electronic still or video camera, or film/photographic scanner)capable of capturing a sequence of images 864 can also be included as aninput device to the personal computer 810. Further, while just onecamera is depicted, multiple cameras could be included as an inputdevice to the personal computer 810. The images 864 from the one or morecameras are input into the computer 810 via an appropriate camerainterface 865. This interface 865 is connected to the system bus 821,thereby allowing the images to be routed to and stored in the RAM 832,or one of the other data storage devices associated with the computer810. However, it is noted that image data can be input into the computer810 from any of the aforementioned computer-readable media as well,without requiring the use of the camera 863.

The computer 810 may operate in a networked environment using logicalconnections to one or more remote computers, such as a remote computer880. The remote computer 880 may be a personal computer, a server, arouter, a network PC, a peer device or other common network node, andtypically includes many or all of the elements described above relativeto the computer 810, although only a memory storage device 881 has beenillustrated in FIG. 8. The logical connections depicted in FIG. 8include a local area network (LAN) 871 and a wide area network (WAN)873, but may also include other networks. Such networking environmentsare commonplace in offices, enterprise-wide computer networks, intranetsand the Internet.

When used in a LAN networking environment, the computer 810 is connectedto the LAN 871 through a network interface or adapter 870. When used ina WAN networking environment, the computer 810 typically includes amodem 872 or other means for establishing communications over the WAN873, such as the Internet. The modem 872, which may be internal orexternal, may be connected to the system bus 821 via the user inputinterface 860, or other appropriate mechanism. In a networkedenvironment, program modules depicted relative to the computer 810, orportions thereof, may be stored in the remote memory storage device. Byway of example, and not limitation, FIG. 8 illustrates remoteapplication programs 885 as residing on memory device 881. It will beappreciated that the network connections shown are exemplary and othermeans of establishing a communications link between the computers may beused.

While one or more example implementations have been illustrated anddescribed herein, it will be appreciated that various changes can bemade therein without departing from the spirit and scope of the claimsappended hereto.

1. A method for transforming coordinates of a hit event, the methodcomprising: providing a directed acyclic graph including a first effectand a last effect, an input, and an output, the first effect and thelast effect each including a bi-directional transformation functionF_(F)(a) and F_(L)(z) respectively, wherein an input of the first effectis coupled to the input of the directed acyclic graph, and wherein anoutput of the first effect is coupled to an input of the last effect,and wherein an output of the last effect is coupled to the output of thedirected acyclic graph; displaying a visual element on an area of adisplay; transforming the visual element by solving the bi-directionaltransformation function F_(F)(a) for (a=the visual element) resulting ina first-transformed visual element; transforming the first transformedvisual element by solving the bi-directional transformation functionF_(L)(z) for (z=the first transformed visual element) resulting in alast-transformed visual element; displaying the last-transformed visualelement instead of the visual element on the display; receiving thecoordinates of the hit event wherein the hit event indicates thedisplayed last-transformed visual element; transforming the coordinatesby solving the bi-directional transformation function F_(L)(z) for(z=the coordinates) in reverse resulting in last-transformedcoordinates; transforming the last-transformed coordinates by solvingthe bi-directional transformation function F_(F)(a) for (a=thelast-transformed coordinates) resulting in first-transformedcoordinates; and determining that the first-transformed coordinatesidentify a point in the area, wherein the method is performed by acomputing device.
 2. The method of claim 1 wherein the visual element isa bitmap.
 3. The method of claim 1 wherein the visual element includesvideo.
 4. The method of claim 1 further comprising converting the visualelement to a bitmap.
 5. The method of claim 1 wherein the visual elementis animated.
 6. At least one computer storage device storingcomputer-executable instructions that, when executed by a computingdevice, cause the computing device to perform a method for transformingcoordinates of a hit event, the method comprising: providing a directedacyclic graph including a first effect and a last effect, an input, andan output, the first effect and the last effect each including abi-directional transformation function F_(F)(a) and F_(L)(z)respectively, wherein an input of the first effect is coupled to theinput of the directed acyclic graph, and wherein an output of the firsteffect is coupled to an input of the last effect, and wherein an outputof the last effect is coupled to the output of the directed acyclicgraph; displaying a visual element on an area of a display; transformingthe visual element by solving the bi-directional transformation functionF_(F)(a) for (a—the visual element) resulting in a first-transformedvisual element; transforming the first transformed visual element bysolving the bi-directional transformation function F_(L)(z) for (z—thefirst transformed visual element) resulting in a last-transformed visualelement; displaying the last-transformed visual element instead of thevisual element on the display; receiving the coordinates of the hitevent wherein the hit event indicates the displayed last-transformedvisual element; transforming the coordinates by solving thebi-directional transformation function F_(L)(z) for (z—the coordinates)in reverse resulting in last-transformed coordinates; transforming thelast-transformed coordinates by solving the bi-directionaltransformation function F_(F)(a) for (a—the last-transformedcoordinates) resulting in first-transformed coordinates; and determiningthat the first-transformed coordinates identify a point in the area,wherein the method is performed by a computing device.
 7. The at leastone computer storage device of claim 6 wherein the visual element is abitmap.
 8. The at least one computer storage device of claim 6 whereinthe visual element includes video.
 9. The at least one computer storagedevice of claim 6 wherein the visual element is animated.
 10. A systemfor transforming coordinates of a hit event, the system comprising: acomputing device including a display; an effect object including aninput and an output, the effect object further including a first effectand a last effect each including a bi-directional transformationfunction F_(F)(a) and F_(L)(z) respectively, wherein an input of thefirst effect is coupled to the input of the effect object, and whereinan output of the first effect is coupled to an input of the last effect,and wherein an output of the last effect is coupled to the output of theeffect object; the computing device configured to display a visualelement on an area of the display; the first effect configured totransform the visual element using the bi-directional transformationfunction F_(F)(a) for (a=the visual element) resulting in afirst-transformed visual element; the last effect configured totransform the first transformed visual element using the bi-directionaltransformation function F_(L)(z) for (z=the first transformed visualelement) resulting in a last-transformed visual element; the computingdevice further configured to display the last-transformed visual elementinstead of the visual element on the display; the computing devicefurther configured to receive the coordinates of the hit event whereinthe hit event indicates the displayed last-transformed visual element;the last effect further configured to transform the coordinates bysolving the bi-directional transformation function F_(L)(z) for (z=thecoordinates) in reverse resulting in last-transformed coordinates; thefirst effect further configured the last-transformed coordinates bysolving the bi-directional transformation function F_(F)(a) for (a=thelast-transformed coordinates) resulting in first-transformedcoordinates; and the computing device further configured to determinethat the first-transformed coordinates identify a point in the area. 11.The system of claim 10 wherein the visual element is a bitmap.
 12. Thesystem of claim 10 wherein the visual element is animated.
 13. Thesystem of claim 10 wherein the visual element includes video.